FP_RIG Part V – Problem?

Nothing is perfect. I’m sure you ran into a roadblock somewhere. Here are a few that I’ve hit personally. As well as the solutions I’ve devised to get around them.

Did your new arms get Red text in the console?
Read the text, it’s a list of joints you don’t need. When I first tried building this, I did so following CryTek’s notes. Console hated me, arms wouldn’t load. Headache. I deleted the joints which the console was talking about – worked like a charm.

Did everything and still no arms?
Ensure you got the rotational axis right. In Maya, everything should be facing Z-down with Y-up. In Max, I’m told its Y-down, Z-Up. (Go figure.) Softimage, I think shares coordinates with Maya. I can’t say for certain, just seem to remember reading that somewhere. Anyway, this happened to me once, and what ended up happening was the arms were facing (and animating) down. Confirmed it was loading properly by loading it in the Character Editor, it was… just pointed off screen. Tell you though, fixing it without rotating root joint can be a HASSLE.
Getting a bit of Red on your arms?

It’s either the material or the texture. (Go get a Cookie if you know the difference.) Well, first and foremost, make sure that the texture is a file format the engine can read. (TIFF or DDS) If that isn’t it then check that you’ve properly linked the material and the object in the export. Sometimes it gets problematic, the material editor in the engine. Try relaunching the Editor. If that doesn’t work, try re-exporting the material and geometry. Make sure you use the same name as before, or get ready to modify the player scripts again.

The Weapon animations work fine, when arms are presented alone they’re stuck in the default position.
I mentioned this one earlier, basically, you forgot the chrparams file or something is wrong with it. Ensure it’s an exact copy of Agent_fp_global.chrparams. I used the one in the Source Asset Files. Basically, what ends up happening is each weapon has it’s own set of animations – and they work fine with your new rig. But without chrparams, the default animations (wimpy shove, and the idle loop for instance) aren’t being used.

Help! The hands are going everywhere!
This is probably your weights. You’ll want to make sure they’re clamped (Engine ensures this, but still) and things deform relatively properly inside of Maya (or your DCC, most of these concepts have been presented broadly so that you could apply them to XSI or even Max. Although CryTek did a pretty good writeup for Max (unsurprisingly, it’s generally what they use as a DCC.) But usually, if they geometry is deforming wrong, you want to ensure you’re using as few joint influences per vertex as possible. (I generally try to keep it under 2. Still, worth noting the Engine requires it be less than 5. More joints = more calculations per second anyway = slower rendering pipeline anyway.) Also, you’ll want to ensure you’re using the right joints for each task. The twist joints for instance, shouldn’t be determining anything about the hand. Mine wanted to. Sadface.

Got something else for me?
If you’ve run into a problem somewhere along this line, and think I might be able to help. Ask me, either through this webpage or on CryDev. Probably best to use this site though, I check it more often. I’ll do my best to help you resolve whatever issue you’re having. At least… if it’s related to something I can help with.

Thanks for reading!

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jon_mills
jon_mills
9 years ago

Hey, been following this tutorial and as far as i can tell Ive got everything correct thus far, am at the point of viewing the arms in engine however the arms do not appear, only the weapon, this may be because of the rotational axis being wrong as u mention, but going into the character editor to view whats going on isnt working for me as its unable to load my chr. file for some reason, Im not sure where i have gone wrong.. please help!

jon_mills
jon_mills
9 years ago
Reply to  jon_mills

ok so i figured out my chr. file wasnt quite exported correctly, but now i have that working and have tried it in the engine again after editing the player.lua script, but still no arms appear, just floating weapon, i can view the arms in the character editor and they seem to be on the right rotational axis, not sure where i have gone wrong

jon_mills
jon_mills
9 years ago
Reply to  Michael

hey, i have now managed to successfully get the arms in engine, working with all the default animations, however my aim is to create whole custom animations and a weapon, i have a weapon model and its rigged, im now at the stage of exporting the chr file for the weapon, which i think is required? i have parented the weapon bone underneath the arms root, but i cant get the export to work corectly, i keep getting error notifications when i do and the chr file cannot be opened within the character editor, any idea what i may have missed?

jon_mills
jon_mills
9 years ago
Reply to  jon_mills

no worries, all fixed, ended up being errors in the gun mesh, now time for custom animations :)

Michael
Michael
9 years ago
Reply to  jon_mills

Great! Am glad to hear you got it all sorted out. Animating is the fun part, hehe.

-r1